spawn retweeted
I spent over 400B tokens testing Fable 5.2.
Here are the craziest things I made with it:
spawn retweeted
Replying to @spawn
@spawn lets you say good bye to pre-planned, inflexible dialog trees. Every NPC can have traits, needs, and their own awareness of what's going on in town -- all LLM-driven. I really should put a deadline on my release, since I just keep adding and Savi keeps working.
spawn retweeted
from concept art to ingame enemy in 28 minutes
Today i release the @spawn Mod; Creature Kit
Turn an idea into a living creature in your own world.
Describe it or drop your own art, type /creature and Savi paints the concept first: a hero picture plus an 8-view turnaround sheet.
Nothing gets built until you say yes to the look.
Then she (or one of her wisps) builds it from that sheet, step by step:
• a mesh modeled 1:1 off the art (Tripo or Blender), at the right scale and limb count
• a real rig and skin, one animation per move
• ground contact, stretch and hole checks from every side
• upload and placement in your world Every step checks a number read straight off the exported model, and if it fails, the kit tells you what to fix.
It's built bipeds, quadrupeds, hexapods, many-legged crawlers, flyers, hoverers and serpents.
It handles held weapons, four separate wings, loose bits like bells and fangs, and cleans up the ground plate Tripo leaves under the feet.
Combat is optional.
It comes with a foe brain (spacing, attack strings with tells, guard, poise, death and regrow, learning per player), a god-mode territory editor and a live attack probe.
Hit volumes now adapt to your world:
if your world doesn't have its own hit system, that step is skipped.
Leave combat out and your creature still stands and roams.
Every creature in my games, Overgrown's, bestiary was made with it.
1.15 was tested in a brand-new world, where two new creatures were built from scratch and fought.
Install: spawn mod install creature-kit spawn.co/mods/creature-kit
Your word is the only approval.
The builder never grades its own work.
Go make monsters!
from concept art to ingame enemy in about 28minutes
after spending a good amount of time in trying to figure out how to oneshot the process between concept art to fully functioning enemy i have finally achieved something that can be repeated
this was not done by Savi, the main AI but one of the wisps, a subagent, with zero context and a coldstart
the wisp only got the end2end entity creation skill and the concept art
with @spawn you can oneshot fully fledged out creatures end2end
28 minutes by one fuckin wisp
and you can deploy dozens of wisps at the same time if you want to
Spawn now uses Fable 5.2 when you /lock-in
(for free ofc)
spawn retweeted
Nearing version 10k in downfall Kingdom. @spawn Im having way too much fun and excited to publish this one for others to enjoy aswell. Ive been having ALOT of fun playing the game im building😀 Thank you for such an amazing Platform to build on!
spawn retweeted
What's weird is I haven't played any video games since I started making games on @spawn... I just build worlds and burn them down...
spawn retweeted
Yo that is dope!
@spawn creates you little marketing cards of your reviews!
Thanks Vlad for the review and not impaling me.
spawn retweeted
Holy hell. @spawn is so fucking cool. Building games with @theLake_Geezus tonight and we made a couple prototype games and had so much fun.
spawn retweeted
Showed nephew's kids how to build on @spawn.
13-yr-old: Can I make Rocket League?
Me: RL exists. Be creative (that bluntly, so he left to play RL on his Switch)
7-yr-old: Can I make it snow and have a black lab on my snowmobile and a tent and a campfire...
He had a blast.
spawn retweeted
With all the staff members @spawn hinting at the release of v7, I cannot contain my excitement.
The platform is already something that is tremendously innovative and the team behind it are so helpful and supportive of the community.
If v7 releases, performance issues are remedied, and Fable 5.5 drops so Jacob can upgrade the engine with it, when they start marketing it's GG.
Spawn as a concept is leaps and bounds past any other in this space. It is a sandbox of creativity that dwarfs anything that you can do in Roblox, the monetization structure is more favorable for creators, and you have access to extremely powerful AI tools at no personal cost to you.
That is only the game dev side of things, you can create anything you want in spawn, educational tools, benchmarking tools, mods for the community etc. Then, ON TOP OF THAT, without a doubt it will become a social hub for players and creators.
We are so early, but this announcement is a step toward this platform BLOWING THE FUCK UP.
launched 5hrs ago on @spawn . we made it to staff picks and starter game page. stats already flowing in. will be back here next weekend to upload this. manifesting 500 plays by then.
i dont know how to market my game so here is a gameplay
this is "Into the Meadow"
a pixel action with three heroes. Fern's six-chapter Adventure, a 20-boss Rush with leaderboards, PvP Custom Fights, a Dojo, and skins you unlock. first 10 players gets an exclusive one time skin so go get yours!
i will be constantly polishing this game as it is my best game built yet.
link to play below
proudly powered by @spawn
spawn retweeted
More races in Aurel Online via @spawn. Still working on the weapon grips but otherwise coming out so nice
spawn retweeted
Building this with @spawn has been seriously fun.
I will be adding new card art. New sets. Battlepasses.
Ranked ladder with seasonal rewards.
Tutorials, Story and Draft need more testing.
If you have any issues at all please leave a review and I will get it fixed.
spawn retweeted
Vibe coding a game these days is easy, but who is down to put in the hours to build and expand his universe past a simple demo?
I did just that.
I spent many hours with Opus 5.5 to create unique heroes with backstories and different gameplay.
I present to you the Winter Banshee, complete with an in-game cinematic.






























